Jan OrrsRebelHit Points: 50Defense: 16Attack: 8Damage: 10Special Abilities: UniqueAffinity: can also be in a New Republic SquadRapport: Costs 1 less when in the same squad as a character named Kyle KatarnPilotGunner +10Advantageous AttackTwin attackRecon

Alright, so we've a Tusken Jedi (sorta in the way of A'sharad Hett) and then we're getting a Wookiee Jedi in V-Set 2. So for V-Set 3? Jawa Jedi and Ewok Jedi! The Jawa Jedi named Akial was created for the Living Force RPG. Then there was an unnamed Ewok Jedi drawn into the Star Wars Roleplaying Game: Geonosis and the Outer Rim Worlds. Obviously I'm not looking for huge beatstick Jedi, or even really awesome Jedi. I'm just thinking more towards small cost minis in the range that we don't really have anything in.

Flame Suit: When this character would take damage from a flamethrower, this character takes no damage, save 6 (can get adjacent to target and may not take any damage).

Cloaked by Enemy: If this character is afforded cover by any enemy characters while being targeted, this character gains cloaked (mouse walls hide this character: bring your shooter closer to the action).

cassus fett (yellow painted trooper as RM)30, hp 90, def 17, atk 11, dmg 20SA unique, intuition, Fire Support Mission: (replaces turn, this character can target an enemy within line of sight, ignoring cover. The target and all characters within 2 squares of it [enemies and allies alike] take 60 damage. Each character can reduce the damage to 10 with a save of 6), Mandalorian ConscriptionCE At the end of this characters turn you may immediately move one ally within line of sight up to six squares

ysanne isard20, hp 70, def 18, atk 11, dmg 20SAUnique, CQC fighting, mobile attack, gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get programmed target against this enemy for the remainder of the round)CEAt the end of this characters turn you may activate one other adjacent Imperial Character, this does not count as one of your activations this phase.

Advanced Turret40, hp 120, def 14, ATK10, dmg 30SA: Damage reduction 20, Splash 20, Sentry (once per round this character can make an immediate attack against one target enemy that moves within line of sight)

Sev'Rance Taan33, hp 120, def 20, Atk 14, dmg 20SAUnique, double attack, tactician +4, Taunt (usable on this characters turn, when this character activates, you may choose one living enemy character within 6 squares. That character must immediately move adjacent to this character if it can, and has -2 defense and -2 attack until the end of the round, save 11), Affinity for DecimatorForce 3Lightsaber DefenseSith RageCEDroids are subject to this effect.Separatist droids in your squad can receive commander effects. Droids gain Syncronized Fire.

Asajj Ventress, dark side acolyte25, 110, 18, 12, 20SA: unique, melee, twin, niman style, mobile attack, Taunt (usable on this characters turn, when this character activates, you may choose one living enemy character within 6 squares. That character must immediately move adjacent to this character if it can, and has -2 defense and -2 attack until the end of the round, save 11)Force 2, sith rage

Argente Passal (gotal merc)Cost 30HP 50Def 13Atk 4Dmg 10SAUniqueEvadeProject Instinction (Replaces turn: living characters within 12 squares gain savage and -4 defence until the end of the round, they can avoid this effect with a save of 6. Enemy characters that fail this save join the your squad until the end of the round.

Commander Bly20, hp60, def18, atk9, 10SA: unique, order 66CE: at the end of this characters turn, up to three characters with order 66 can immediately move 2 squares. This movement does not count as activating those characters.

Clone Trooper Sergeant Major25, hp50, def16, atk10, 10SA: order 66, Natural Leader (non unique followers in your squad count as troopers for the purposes of commander effects)CE: trooper followers that combine fire against an enemy gain suppressive fire (a living enemy hit by this characters attack has -4 defense and can not move until the end of the round, save 11)

Republic Intelligence18, hp 40, def 15, atk8, 10SA: order 66, cloaked, recon, gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get programmed target against this enemy for the remainder of the round)CEorder 66 Characters in your squad with stealth within 6 squares gain deceptive

Clone Heavy Weapons Trooper30, hp80, def16, atk8, 20SA: order 66, affinity imperial, triple attack, heavy weapon, overwatch (replaces turn, when an enemy moves within line of sight of this character, this character may make one immediate attack, once per round)

Sith Trooper Sergeant12, hp 30, def 15, atk 8, 10SA: CE at the end of this characters turn one sith trooper follower may immediately move 4 squares, this does not count as activating that character.

Jedi Prisoner in Bacta Tank20, hp 60, def 8, atk 0, 0SA emplacement, damage reduction 10, nexus of power (this character can be targeted by allied characters. If an allied character uses sith drain on this character, this character is immediately defeated and that ally is restored to full hit points and gains 4 force points)

Regent Morlish VeedCost 49, HP 50, def17, atk11, dmg10Affinity to bring in nyna calixteImperial reserves 30 for non-unique imperial troopers, imperial reinforcments 6, CE if a trooper follower in your squad has line of sight to an enemy at the beginning of a phase, you may choose to activate 2 or 3 characters that turn.

Darth nihilus, consumer of worlds (unleashed)Cost50, hp130, def19, atk13, dmg20Sa unique, melée attack, force chasm (replaces attacks, remove a force point from one enemy character regardless of line of sight, this character gains one force point)Force 6, drain force 2, eternal hunger 4 (all characters within 6 squares take 30 damage, remove damage off this character equal to the damage delt. If a character damaged has a force rating it loses one force point)

Bith BartenderSA Juma Juice (replaces attacks, adjacent living allied character gains +10 damage, damage reduction 10 and speed 4 until the end of its next turn)

Rodian Spice DealerSA Deathsticks (replaces attacks, adjacent allied character gains twin attack and charging assault until the end of the round, at the end of the round that character takes 20 damage, save 11 for half damage)

Twilek Stimpack DealerCost 25SA strength Stimpack( replaces turn, adjacent living allied character gains might swing and momentum) for the rest of the skirmishDexterity Stimpack (replaces turn, adjacent living allied character gains speed 8 and +2 defense for the remainder of the skirmish)Endurance Stimpack (replaces turn, adjacent living allied character gains damage reduction 10 and avoid defeat for the rest of the skirmish)

Or for simplicity's sake just turn it into: Stimpack (replaces turn, adjacent living allied character gains +4 defense, momentum and avoid defeat for the rest of the skirmish)

Human Teras kasi masterCE at the end of this characters turn, choose one ally with melee attack within line of sight, that ally gains close quarters fighting, parry, and evade until the end of the roundORallied characters with melee attack gain cqc fighting

Duros Planetary Defense ControllerSA pilotCE characters in your squad with pilot count as having the same name for purposes of commander effects. Allied pilots gain squad firepower and can move two extra squares at the end of their activation, this includes activating for attacks if oppurtunuty

Czerka heavy Arms DealerHeavy Repeater upgrade (allies with heavy weapon gain twin attack and splash 10; while within six squares of this character)Mounted Weapon upgrade (allies without melee attack that deal 40 damage gain splash 20; while within six squares of this character)

Aing-Tii Flow-Walker50, hp 80, def 16, atk 8, dmg 30SA: melee attack, hardened scales, double attack, Penetration 10, shockstaffForce 6Aing-Tii Flow-Walking: (Force; 3 Force points) After initiative is determined, a character can immediately use this Force power to take an immediate turn before any other character activates. (This does not count as an activation, and this character can activate again later in the round.) Force Teleport (force 3, replaces turn; touch, move one adjacent character to any empty square, that character counts as activated this turn. This move does not provoke attacks of opportunity)

I.e.Dodge +_(As long as this character remains unactivated it gains +_ Defense)

a Combo I've been playing around withPreperations (If this character activates first in a round it gains Opportunist)Return Fire (If this character is hit by an attack from a nonadjacent enemy, it can make an immediate attack against the attacker)

I.e.Dodge +_(As long as this character remains unactivated it gains +_ Defense)

a Combo I've been playing around withPreperations (If this character activates first in a round it gains Opportunist)Return Fire (If this character is hit by an attack from a nonadjacent enemy, it can make an immediate attack against the attacker)

Very cool abilities, Seconded.

I posted one on another thread here:Dodge (if this character makes it's evade save, it may immediately move two squares)

This is crazy I know but I'm going to throw it out just to see what ideas might surface. This would probably fit in an epic set. Not for competitive play but for a ton of fun. Pick a map and give it stats. Senoma Zekot. Maybe use tiles that could be moved instead of figures. The environment becomes the squad. Every new idea has some crazy in it. This was mine. Thoughts?

Here is a rather simple request: I want to see a Han Solo and a Chewbacca with the Pilot SA. I kinda find it surprising that the two characters who fly the fastest hunk of junk in the galaxy don't have the pilot SA. With all the new stuff in R&R and Pilots recieving a boost, I think its about time we gave the two most famous pilots in Star Wars, the special ability Pilot.

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